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Fix overcomputation in the classic renderer due to a bug caused by a previous optimization attempt
git-svn-id: https://svn.eduke32.com/eduke32@7017 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 5 additions and 4 deletions
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@ -3883,6 +3883,7 @@ static void classicDrawBunches(int32_t bunch)
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uint8_t andwstat1 = 0xff, andwstat2 = 0xff;
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for (; z>=0; z=bunchp2[z]) //uplc/dplc calculation
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{
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andwstat1 &= wallmost(uplc,z,sectnum,(uint8_t)0);
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@ -3985,6 +3986,7 @@ static void classicDrawBunches(int32_t bunch)
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}
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}
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int32_t gotswall, startsmostwallcnt, startsmostcnt;
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//DRAW WALLS SECTION!
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for (z=bunchfirst[bunch]; z>=0; z=bunchp2[z])
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@ -4011,10 +4013,9 @@ static void classicDrawBunches(int32_t bunch)
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const int32_t nextsectnum = wal->nextsector;
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const usectortype *const nextsec = nextsectnum>=0 ? (usectortype *)§or[nextsectnum] : NULL;
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int32_t gotswall = 0;
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const int32_t startsmostwallcnt = smostwallcnt;
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const int32_t startsmostcnt = smostcnt;
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gotswall = 0;
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startsmostwallcnt = smostwallcnt;
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startsmostcnt = smostcnt;
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if (searchit == 2 && (searchx >= x1 && searchx <= x2))
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{
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